#include "../idLib/precompiled.h"

void S_Init( void ){ 
	soundSystem->Init();
}
void S_Shutdown( void ){ }
void S_UpdateThread( void ){ }

// if origin is NULL, the sound will be dynamically sourced from the entity
void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx ){ }
void S_StartSoundEx( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx, int flags ){ }
void S_StartLocalSound( sfxHandle_t sfx, int channelNum ){ }

void S_StartBackgroundTrack( const char *intro, const char *loop, int fadeupTime ){ }
void S_StopBackgroundTrack( void ){ }
void S_QueueBackgroundTrack( const char *loop ){ }            //----(SA)	added
void S_FadeStreamingSound( float targetvol, int time, int ssNum ){ }  //----(SA)	added
void S_FadeAllSounds( float targetvol, int time ){ }    //----(SA)	added

void S_StartStreamingSound( const char *intro, const char *loop, int entnum, int channel, int attenuation ){ }
void S_StopStreamingSound( int index ){ }
void S_StopEntStreamingSound( int entNum ){ } //----(SA)	added

// cinematics and voice-over-network will send raw samples
// 1.0 volume will be direct output of source samples
void S_RawSamples( int samples, int rate, int width, int s_channels,
				   const byte *data, float lvol, float rvol, int streamingIndex ){ }

// stop all sounds and the background track
void S_StopAllSounds( void ){ }

// all continuous looping sounds must be added before calling S_Update
void S_ClearLoopingSounds( void ){ }
void S_ClearSounds( qboolean clearStreaming, qboolean clearMusic ){ } //----(SA)	modified
void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, const int range, sfxHandle_t sfxHandle, int volume ){ }
void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, const int range, sfxHandle_t sfx ){ }
void S_StopLoopingSound( int entityNum ){ }

#ifdef DOOMSOUND    ///// (SA) DOOMSOUND
void S_ClearSoundBuffer( void ){ }
#endif ///// (SA) DOOMSOUND
// recompute the reletive volumes for all running sounds
// reletive to the given entityNum / orientation
void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ){ }

// let the sound system know where an entity currently is
void S_UpdateEntityPosition( int entityNum, const vec3_t origin ){ }

void S_Update( void ){ }

void S_DisableSounds( void ){ }

void S_BeginRegistration( void ){ }

// RegisterSound will allways return a valid sample, even if it
// has to create a placeholder.  This prevents continuous filesystem
// checks for missing files
#ifdef DOOMSOUND    ///// (SA) DOOMSOUND
sfxHandle_t S_RegisterSound( const char *sample ){ }
#else
sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed ){ return -1; }
#endif ///// (SA) DOOMSOUND

void S_DisplayFreeMemory( void ){ }

//
int S_GetVoiceAmplitude( int entityNum ){ return 0; }
